World of Warcraft TCG Raid Rules
World of Warcraft TCG Raid Rules
R1. General
R100. Raid fundamentals
R100.1 Raid decks are played by a Boss player against a number of raiding players. Each raiding player
needs a deck and hero. If a raiding player has an Alliance hero, then no raiding player can have a
Horde hero, and vice versa. No other restrictions apply. For example, Traitor heroes can raid
with non-Traitors, and Demon heroes can raid with non-Demons.
R100.2 A Boss player wins if no other players remain in the game. The raiding players win if the final
Boss is destroyed by fatal damage.
R100.3 A Boss player’s action phase is normal in all ways except that he or she can’t place a resource. In
addition, a Boss player can’t look at his or her face-down resources at any time.
R100.4 A Boss player’s end phase follows his or her action phase, and is normal in all ways except that a
Boss player’s maximum hand size is ten cards. Each raiding player has a maximum hand size of
seven cards as usual. Each player must discard down to his or her maximum hand size during the
wrap-up step of his or her turn as usual.
R101.1a Usually, only one side of a Boss has a type line and damage icon. Such a Boss enters play
with that side face up, and has that type line and damage icon even while on its other side.
R101.1b A modifier that flips a Boss turns it over regardless of which side is visible (but see
R101.3a).
R101.2 If a Boss is destroyed, any allies or ongoing abilities controlled by the Boss player stay in play
unless otherwise specified in these rules.
R101.3a Bosses can be destroyed only by fatal damage. Opposing modifiers can’t turn a Boss over or
remove its powers (unless that Boss is the source of the modifier that does so).
R101.3b Opposing modifiers can’t add cards to or remove cards from a Boss player’s resource row.
R101.3c A Boss player has a separate graveyard for each deck. Opposing modifiers can’t remove
cards from any of these decks or graveyards. A Boss player doesn’t lose the game if any of
these decks runs out of cards. If that happens, that deck’s graveyard is shuffled into that deck
by the game (even if cards can’t leave that graveyard) and the Boss player continues drawing
from it. This doesn’t use the chain.
R101.3d Some Bosses have the immune keyword power. An immune Boss can’t be attacked,
damaged, or targeted. In addition, Black Temple Bosses can’t attack while they’re immune.
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R101.4 Some Bosses are represented by multiple cards, and “swap” between those cards during a raid.
As one Boss card swaps with another card representing the same Boss:
The new card enters play face up and the old card is removed from the game.
The new card enters play ready unless otherwise specified.
The new card enters play undamaged. Any excess damage doesn’t carry over.
Attachments attached to the old card stay attached to the new card.
Counters on the old card stay on the new card.
Modifiers affecting the old card continue to affect the new card within their durations.
None of this uses the chain.
R200.2 The Boss player starts the game with Onyxia Stage 1 in play.
R200.3 Each player puts the top seven cards of his or her deck into hand and may mulligan as usual. The
Boss player uses the Main deck.
R200.4 The Boss player takes the first turn and skips his or her first draw step. Play proceeds clockwise
with all raiding players drawing a card during their first draw step.
R201.2 The Event phase follows the Boss player’s start phase. As it starts, the Boss player reveals the
top card of the Event deck and adds it to the chain. Event cards can’t be interrupted by players.
R201.2a As the last part of resolving an event card, put it into the Boss player’s resource row face
down and ready.
R201.2b Some event modifiers have a duration of “this turn” or “until your next turn.” Such an event
may be left face up in the Boss player’s resource row until its duration expires, as a
reminder. This doesn’t change its functionality; it’s still a face-down resource.
R201.3 The Boss player’s action phase follows his or her Event phase.
R202.2 If Onyxia Stage 3 takes fatal damage, the Boss player loses.
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R203. Raid-specific concepts
R203.1 Stage
R203.1b Some ability cards have bold text that says “Stage X Only,” where X is 1, 2, or 3. Such cards
can be played only during that stage.
R203.2 Event
R203.2a The Boss player adds the top card of the Event deck to the chain as each Event phase
(R201.2) starts.
R203.3 Whelp
R203.3a If text refers to a Whelp, it’s referring to a Dragonkin ally token named Onyxian Whelp with
1 [fire] ATK / 1 health.
R300.2 If the raid is to be played in the standard rather than the “full clear” mode, the Boss player
randomly chooses three rune cards to be the Rune deck and removes the rest from the game. The
chosen runes are not revealed to the raiding players. In a “full clear” raid, all rune cards become
the Rune deck.
R300.3 The Boss player orders the Rune deck from lowest to highest Boss number, then sets it aside
until required (R301.5a).
R300.4 The Boss player starts the game with Lucifron and two Flamewaker Protectors in play.
R300.5 Each player puts the top seven cards of his or her deck into hand. The Boss player uses the Main
deck and can’t mulligan. Raiding players may mulligan as usual.
R300.6 The raiding player to the left of the Boss player takes the first turn, and then play proceeds
clockwise. All players draw a card during their first draw step.
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R301. Boss player’s turn
R301.1 The Boss player’s start phase consists of a ready step and draw step. The Boss player readies all
cards (including runes) and ally tokens he or she controls during his or her ready step and draws
one card during his or her draw step. That card is drawn from the Main deck before Ragnaros
awakens (R303.1), and from the Ragnaros deck thereafter.
R301.2 The New Boss phase (R301.5) follows the Boss player’s start phase.
R301.3 The Minion phase follows the New Boss phase. As it starts, the Boss player places the top card
of the Minion deck face down into his or her resource row without looking at it. This doesn’t use
the chain. Next, a priority window opens. As it closes, the Minion phase ends.
R301.4 The Boss player’s action phase follows his or her Minion phase.
R301.5a As a New Boss phase starts, if there is a Boss in play, that phase ends and the Boss player’s
Minion phase starts immediately. If there is no Boss in play, the following happens in order:
The Boss player reveals the next rune in the rune deck, which identifies the next Boss on its
type line. If there are no more runes, the next Boss is Majordomo Executus.
The Boss player identifies the ally tokens associated with the next Boss as follows:
A priority window opens, an effect is added to the chain, and then the Boss player gets
priority. That effect can’t be interrupted by players. As it resolves, the next Boss, its rune (if
applicable), and its associated ally tokens all enter play at the same time. As that window
closes, the New Boss phase ends.
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R302. Boss destruction
R302.1 As a Boss is destroyed, the Boss player does the following in order, without using the chain:
R302.2 Next, an effect is added to the chain, then the turn player gets priority. That effect can’t be
interrupted by players. As it resolves, the Boss player puts those Minion cards into his or her ally
row.
R302.3 If a Main deck card refers to “your hero” while no Boss is in play, it’s referring to the last Boss
that left play.
Example: You are the Boss player and your hero is Golemagg. You play Flames of the
Incinerator on your turn. Before the start of your next turn, Golemagg is destroyed. Flames of
the Incinerator deals 4 damage at the start of your next turn because “your hero” is still
referring to Golemagg. After the next Boss enters play, Flames of the Incinerator deals 1
damage at the start of each of your turns.
R303.1a Majordomo Executus is the penultimate Boss. He can’t be destroyed. At the end of each
turn, if the Boss player controls no allies while Executus is in play, he flips. When he does,
Ragnaros awakens, which means the Boss player does the following in order, without using
the chain:
R303.1b Next, an effect is added to the chain, then the turn player gets priority. That effect can’t be
interrupted by players. As it resolves, the Boss player does the following in order, without
using the chain:
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R303.2 Minions and ally tokens
R303.2a As each Minion phase starts, the Boss player places the top card of the Minion deck face
down into his or her resource row without looking at it. Only Minion cards can enter the
Boss player’s resource row. If a modifier tells the Boss player to put a card from his or her
deck into his or her resource row, that card is taken from the Minion deck.
R303.2b Minions and ally tokens put into play by the Boss player can’t leave play unless they are
destroyed (either directly or by fatal damage).
R303.3 Rune
R303.3a Rune is a new card type specific to Molten Core™. Like resources, runes can be exhausted
to pay resource costs whether face up or face down. However, runes are not resources.
Modifiers that count resources don’t count runes, and vice versa.
Example: Volcanic Lair reads, “At the start of your turn, if you have five or more resources,
destroy target opposing hero.” This counts only face-down Minion cards in the Boss
player’s resource row; it doesn’t count runes.
R303.3b Each rune is associated with the Boss specified on its type line, and enters play as that Boss
enters play. Runes enter play face up in the Boss player’s rune row, next to his or her
resource row. Each rune has one or more powers that function while it stays face up.
R303.3c As part of destroying a Boss (R302), its rune is turned face down. A face-down rune stays in
the rune row and can still be exhausted to pay resource costs. Runes can’t leave play.
The Bomb is an element of the Baron Geddon encounter, generated by the powers of the Rune of Zeth. At
the end of each of the Boss player’s turns, he or she chooses an opposing hero to be The Bomb. Players may
wish to write down which hero is The Bomb, or mark it with a distinctive counter. At the start of each of the
Boss player’s turns, Baron Geddon deals 5 fire damage to The Bomb and each ally in The Bomb’s party. The
Boss player then chooses a new (or the same) hero to be The Bomb at the end of his or her turn, and so on.
Living Bomb is an ongoing ability that is particularly powerful during the Baron Geddon encounter, but it
isn’t related to the mechanics of The Bomb.
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Ancient Core Hound, Ally—Core Hound Minion, 3 [Melee] ATK / 3 Health
When Ancient Core Hound enters play, roll a die. <p> 1-2: Exhaust all opposing allies. <p> 3-4: Ancient Core
Hound deals 2 fire damage to each ally in a party of your choice. <p> 5-6: Put an opposing ally into its owner’s
hand.
The Boss player rolls a die as the triggered effect resolves, then chooses a party (3-4) or opposing ally (5-6)
as required. Ancient Core Hound can put an untargetable ally into its owner’s hand.
To use the power of a particular Azuresong Mageblade, you must remove three counters from that particular
card. Using the second power to draw a card will trigger the first power.
Benediction triggers multiple times if your hero heals damage from multiple characters with a single ability,
but it triggers only once for each character, regardless of how much damage is healed. Anathema is a card
from the Through the Dark Portal set. Having both in play will cause a uniqueness violation.
The Boss player rolls a die as the triggered effect resolves, then chooses a party (2-3) or opposing character
(4-5) as required. He or she can choose an untargetable character. If the die roll is 6, each opponent chooses
an ally from his or her party.
Your hero has Enchanting if it has the Enchanting profession on its type line.
Before Shazzrah’s triggered effect resolves, each player is free to move his or her characters, but they must
remain lying flat and wholly on the table within the boundaries of that player’s “normal play area,” which
has the approximate dimensions of a playmat. Each opposing ally token must be temporarily proxied with a
normal card. Characters can’t be positioned so they overlap other characters. As Shazzrah drops, players
can’t interfere with him or any cards in play. Shazzrah lands on a character if it comes to rest touching that
character or any object(s) touching or overlapping that character, including sleeves, counters, or other cards.
And if you think of any other way to mess with him, that doesn’t work either!
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R4. Magtheridon’s Lair™
R400. Starting the raid
R400.1 The Boss player shuffles the Main deck.
R400.2 The Boss player starts the game with Chained Magtheridon and five Channelers in play.
R400.3 Each player puts the top seven cards of his or her deck into hand and may mulligan as usual.
R400.4 The raiding player to the left of the Boss player takes the first turn, and then play proceeds
clockwise. All players draw a card during their first draw step.
R401.1a As the Boss player’s ready step starts, he or she readies all of his or her cards in play.
Simultaneously, he or she also places a card from the Blood pile into his or her resource row
face down and ready. Simultaneously, if Magtheridon is Unleashed, the Boss player also
gains a Blood (R402.2). None of this uses the chain.
R401.1b As the Boss player’s draw step starts, he or she draws a card, or two cards if Magtheridon is
Unleashed. None of this uses the chain.
R401.2 The Boss player’s action phase follows his or her start phase as usual.
R402.1a If a Channeler would leave play, remove it from the game instead. When the last Channeler
leaves the Boss player’s party, or the Boss player places his or her fifth resource, flip
Magtheridon. This triggers an effect that can’t be interrupted by players. As it resolves, the
Boss player does the following:
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R402.2 Blood
R402.2a As each of the Boss player’s turns start, he or she places a Blood card into his or her
resource row face down and ready. These cards are normal resources for the rest of the
game; they are no longer Blood cards.
R402.2b After Magtheridon is Unleashed, the Boss player also gains a Blood at the same time. To
gain a Blood, take a card from the Blood pile and put it into play face up. Blood cards in
play are not resources. Raiding players can’t interact with them in any way.
R402.2c Some cards allow the Boss player to destroy Blood cards to pay a cost. A Blood that has
been destroyed doesn’t enter a graveyard; it’s simply put back into the Blood pile.
R402.2d If the Boss player runs out of Blood cards, he or she can use any other means, such as
counters or dice, to represent the number of Blood in play and resources in his or her
resource row.
R402.3 Cube
R402.3a Cube is a new card type specific to Magtheridon’s Lair™. All five Cubes enter play as
Magtheridon is unleashed (R402.1) and stay in play for the rest of the raid. Raiding players
can’t interact with Cubes except as follows:
During each raiding player’s turn, that player may exhaust a character in his or her party to
attach a Cube to that character. A character can be exhausted this way regardless of how
long it has been in that player’s party. The same player can exhaust multiple characters this
way, but no more than one Cube can be attached to the same character at the same time.
A character can exhaust to attach a Cube even if that Cube is already attached to another
character. If it does, that Cube detaches from the first as it attaches to the second.
Having a Cube attached doesn’t stop a character from readying. If a character readies while
it has a Cube attached, that Cube detaches.
R402.4 Lair
R402.4a Lair is a new card type specific to Magtheridon’s Lair™. Magtheridon’s Lair enters play
with its Cooldown side face up as Magtheridon is unleashed (R402.1) and stays in play for
the rest of the raid. Raiding players can’t interact with it in any way.
R402.4b At the end of each of the Boss player’s turns, flip Magtheridon’s Lair.
R402.4c While its Nova side is face up, at the start of the Boss player’s turn, if any Cubes are
unattached, Magtheridon deals 10 fire damage to each opposing character, including those
with Cubes attached.
R402.4d When it flips to its Cooldown side, put 2 damage on each character with a Cube attached,
and then detach all Cubes.
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R403. Magtheridon’s Lair™ FAQ
Cleave Apart, 2, Instant Ability
Destroy an ability, ready ally, and equipment controlled by target raiding player.
You choose the three cards as this resolves. You can target a player who doesn’t control all three.
That opponent chooses the card he destroys. It need not be the same type of card you destroyed.
If there are seven Bloods in play, the raiding players must destroy a total of seven cards they control, rather
than seven cards each. Raiding players collectively choose the cards to be destroyed as this resolves. They
can't choose cards that “can't be destroyed.”
“More than fatal damage” is damage in excess of a character’s health. Raiding players must put a total of 15
damage on characters in their parties, rather than 15 damage each.
If you play a second Glaive of the Pit, uniqueness destroys one before hero destruction is checked.
The eight card types are ability, ally, armor, hero, item, location, quest, and weapon. Equipment isn’t a card
type.
This is the first non-ability attachment. You can play it even if you have no weapons. You choose one of
your weapons as it resolves. If you can’t, it enters your graveyard rather than play.
Raiding players roll repeatedly until all of them roll even at the same time. Once players start rolling, nobody
gets priority until all players roll even, and so each player must keep rolling, even if his or her hero
accumulates fatal damage.
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R5. Black Temple™
R500. Starting the raid
R500.1 The Boss player shuffles the Main, Minion, Event, and Betrayer Event decks, and then sets aside
the Betrayer Event deck until required (R501.1b).
R500.2 The Boss player starts the game with High Warlord Naj’entus (Boss 1) in play.
R500.3 Each player puts the top seven cards of his or her deck into hand. The Boss player uses the Main
deck. All players, including the Boss player, may mulligan as usual.
R500.4 The raiding player to the left of the Boss player takes the first turn, and then play proceeds
clockwise. All players draw a card during their first draw step.
R501.1a The Boss player readies all of his cards as the ready step starts (including all Event and
Betrayer Event cards) and draws one card from the Main deck as the draw step starts.
R501.1b While The Betrayer is in play, the Betrayer Event step follows the Boss player’s draw step.
As it starts, the Boss player adds the top card of the Betrayer Event deck to the chain. Next, a
priority window opens. As it closes, the Betrayer Event step ends. Players can’t interrupt
Betrayer Event cards.
All Betrayer Events are ongoing, so each enters play face up as it resolves and stays in play
for the rest of the game. While a Betrayer Event is face up in play, it’s not a resource, and
raiding players can’t interact with it in any way.
If the Betrayer Event deck runs out of cards, the Boss player skips this step.
R501.2 The Minion phase follows the Boss player’s start phase. As it starts, the Boss player places the
top card of the Minion deck face down into his resource row without looking at it. This doesn’t
use the chain. Next, a priority window opens. As it closes, the Minion phase ends.
R501.3 The action phase follows the Boss player’s Minion phase.
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R502. Boss destruction and events
R502.1 As a Boss is destroyed, the Boss player does the following in order. None of this uses the chain
unless otherwise noted:
R502.1a Removes that Boss from the game. If a card refers to “your hero” while no Boss is in play,
it’s referring to the last Boss that left play.
R502.1c Turns each face-down Event resource face up, one at a time, and adds it to the chain, and
then the turn player gets priority. Players can’t interrupt Event cards.
Once an Event resolves, it’s put into the Event graveyard, unless it’s ongoing.
If it’s ongoing, it re-enters play face up, and it is put into the Event graveyard as the next
Boss is destroyed. While an Event is face up in play, it’s not a resource, and raiding players
can’t interact with it in any way.
After each Event resolves, the Boss player turns over the next Event and adds it to the chain,
until none remain.
R502.1d Removes all face-down Minion resources from the game face up.
R502.2 Next, an effect is added to the chain, and then the turn player gets priority. Players can’t interrupt
that effect. As it resolves, the Boss player puts those Minion cards into play face up as allies,
along with the next Boss.
R502.2a Each Boss has the words “Boss Hero” followed by a number (1 through 9) on its type line.
Bosses enter play in ascending order.
R502.2b The next Boss enters play with the number of Event cards specified on the right side of its
type line. As that Boss enters play, the Boss player puts that many cards from the top of the
Event deck face down into his resource row without looking at them.
R502.2c Some Bosses also enter play with ally tokens. Each token specifies its associated Boss on the
right side of its type line, followed by the number of tokens that enter play with that Boss.
9 The Betrayer 5 -
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R503. Boss-specific concepts
R503.1 Teron Gorefiend (Boss 4)
R503.1a The following “ghost rules” apply only while Teron Gorefiend is in play.
R503.1b All players and characters are non-ghosts by default. If a player becomes a ghost, all
characters in that player’s party also become ghosts. The Boss player never becomes a ghost.
R503.1c In general, non-ghosts can’t interact with ghosts, and vice versa. For example:
Ghosts can’t attack or damage non-ghosts, and non-ghosts can’t attack or damage ghosts.
Shadowy Constructs, however, are ghosts that can attack and damage only non-ghosts. As
a result, if a Construct is attacking a non-ghost, the non-ghost can’t damage the Construct
and, if a ghost is attacking a Construct, the Construct can’t damage the ghost.
Only ghost protectors can protect against ghost attackers, and only non-ghost protectors can
protect against non-ghost attackers.
Ghosts can’t be targeted by non-ghost players or affected by non-ghost modifiers, and non-
ghosts can’t be targeted by ghost players or affected by ghost modifiers.
Example: Player A attaches Mark of the Wild to Player B’s ally. Later, Player B and his ally
become ghosts, while Player A remains a non-ghost. Player B’s ally is no longer affected by
Mark of the Wild’s modifier (but it remains attached), and Player A can no longer target
that ally.
R503.1d As part of Teron flipping or leaving play, all ghosts revert to being non-ghosts.
R503.2a The Reliquary of Souls appears across the four sides of two different cards. It enters play
with the Shrine of Lost Souls face up until it flips to become the Essence of Suffering.
R503.2b If the Essence of Suffering would be destroyed, swap (R101.4) it with the Essence of Desire
instead. After it flips to become the Essence of Anger, this Boss can be destroyed.
R503.2c Through each of these transitions (including Essence of Suffering to Essence of Desire)
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R503.3 The Betrayer (Boss 9)
R503.3a As The Betrayer enters play, in addition to following the rules in R502.2, the Boss player
also discards his hand into the Main deck graveyard, then puts seven new cards from the
Main deck into hand. These seven cards can’t be mulliganed.
R503.3b Since The Betrayer is the final Boss, the cards in his resource row are never turned face up.
They are used only to pay resource costs.
R503.3c While The Betrayer is in play, the Betrayer Event step (R501.1b) follows the Boss player’s
draw step.
R504.1a If a Minion is destroyed, it’s put into the Minion graveyard. If a Minion would otherwise
leave play during a Raid, it’s destroyed instead.
R504.1b Minions have a resource cost in their top left corner because they can be included in regular
decks outside of this Raid. During a Raid game, the Boss player never pays a resource cost
to play a Minion. During both Raid and regular games, if a link or modifier looks for a
Minion card’s cost, it uses that card’s printed resource cost.
R504.2a Most Bosses have a threat level in their upper-right corner. During the wrap-up step of each
raiding player’s turn, if he has more resources than the current Boss’s threat level, that player
must destroy resources until he or she has resources equal to that threat level.
R504.2b Boss 8 (The Illidari Council) and Boss 9 (The Betrayer) have no threat level, allowing
raiding players to have any number of resources.
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R505. Black Temple™ FAQ
Blessed Medallion of Karabor, 8, Item, Neck (1)
Remove Blessed Medallion of Karabor from the game >>> Move to the right of another friendly player. Use only on
your turn.
Moving to the right of another player means that your position in turn order becomes immediately before that
player’s. You may physically move yourself and your cards to the immediate right of that player if this is
agreeable to all players. Your turn continues as normal, and then that player takes the next turn. If there are
only two players, nothing happens.
You can activate this card whether or not you’ve completed a quest this turn, because it checks only on
resolution. You pass the check even if you completed a quest before Cursed Vision of Sargeras entered play.
A quest has been completed as soon as its reward effect has been successfully added to the chain.
This counts classes rather than allies. The ten classes are death knight, druid, hunter, mage, paladin, priest,
rogue, shaman, warlock, and warrior.
Trying to complete two quests at the same time so that each pays the other’s additional cost doesn’t work. If
you control two Fel Geysers, opponents must turn two other quests face down, and so on.
Illidan Stormrage, 11, Master Hero—Night Elf Demon Demonhunter Traitor, 5 [Melee] ATK, 35 Health
Traitor Hero Required <p> At the start of your turn, you may put a Traitor ally card from your collection into play.
Illidan starts the game in your deck and can be played from your hand. He enters a party with the same
attachments, counters, damage, and ready/exhausted state as that party’s previous hero, and anything
affecting the previous hero (like a Gouge, for example) now affects Illidan. He enters play face up, and can't
be flipped or turned face down. The previous hero is removed from the game and can’t leave that RFG zone.
Even though Illidan has no faction or class, you can still play faction- and class-stamped cards while he’s in
your party because deckbuilding rules don’t apply during a game. However, a card like Blastershot Launcher
that looks for an icon on your current hero loses its Hunter power while Illidan is in your party.
You pay (2) less the next time you play a card (like Aimed Shot), use a payment power (like “Chipper”
Ironbane’s), or complete a quest (like Preparing for War) with an actual (X) in its cost. Examples of cards
that are not affected include Cleave, Dizdemona, and Massacre.
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